Tuesday, 24 March 2026

Call of Duty Black Ops 7 Easter Egg Guide Part 2 - Black Ops 7 Zombies

 


Secrets: Pack A Punch -- Building the Blundergat -- Building the Sundergat --

Easter Egg Guide: Part 1 -- Part 2 -- Part 3 --

Map Layout: All Areas

Click here to go to Part 1 of the Easter Egg Guide

Now we are done with the Hopscotch mini game challenge from Part 1 of this guide, we can now move onto the next mini game, which is the BOUNCING BALL challenge.

We are having a ball playing this game, but it's rotting my brain!

For the next challenge, we first need to get the BRAIN ROT AMMO MOD. We can of course get this quite easily from the ARSENAL MACHINE at a cost of 500 credits.


Once you equip it, you then want to go to the DESTROYED NUKETOWN area and into the GREEN HOUSE'S BACKYARD area.

Progress on a few rounds while in this spot, but when each round starts, try to look out for when a special zombie spawns into the map, which is usually at the start of a round, called the PIANO TEACHER.



She will be wearing a dress and be wearing some....piano teacher glasses I guess.....do they have specific glasses for pianos? Will get back to you on that one.

When she spawns in. shoot her with the BRAIN ROT AMMO MOD and she will become your friend.





She will then feel compelled to run to the PIANO located in the bottom floor of the GREEN HOUSE in the LIVING ROOM area. 

When she reaches the PIANO, run to the TEMPORAL CONDUIT and teleport back to the PAST NUKE TOWN.



Now run to the GREEN HOUSE and the LIVING ROOM area for the exact same area she was in, in the DESTROYED NUKE TOWN.




You will see the PIANO TEACHER playing the PIANO here and MUSICAL SYMBOLS will be emanating from the keys. Then she will decide after a few seconds, she has had enough, and spontaneously combust.

The PIANO Will not start to GLOW YELLOW meaning the next step is now open.

The next step, we need to head back to DESTROYED NUKE TOWN, where we will begin our search for 8 MUSIC NOTES dotted around the map, which each one, blinking a set number of times.

We then need to take note of their locations and how many times each one blinks a certain number of times. Each note can blink from 1 up to 8 times. 

We will then get all 8 notes and number of blinks together to convert into a code to be played on the PIANO, in order to activate the BOUNDING BALL challenge.

These notes need to be grabbed in a specific order, but don't worry if you mess it up at any point. Your character will let you know if you have messed it up by saying something bad has happened, and you will simply need to go onto the next round to try again.

Also make sure you take a note of what symbol the numbered note relates to, as the PIANO will show us a sequence of SYMBOLS via a CODE which we need to play, that correspond to the number of blinks each note had at the time.

The order is depicted by how many times each note blinks. We simply want to collect each note going 1 up to 8 blinks. So the first note when we look at it blinks once, the second note blinks twice, third three times.....see where we are going with this? It will go all the way up to 8.

The notes will spawn back again if you fail, in the same order, with the same number of blinking lights, meaning any that were correct when you picked them up before are still correct and always will be.

Let's find out all 8 locations of the MUSICAL NOTES we will need to play the PIANO like a pro!

BLUE NOTE LOCATION 1

On the side of the BUS in the main spawn area, just in front of the RAMPAGE INDUCER



BLUE NOTE LOCATION 2

In the GREEN HOUSE BACKYWARD area, on the side of the BUNKER with some drawing on it.



BLUE NOTE LOCATION 3

On the FENCE jutting out next to the left hand side of the YELLOW HOUSE.



BLUE NOTE LOCATION 4

In the small fenced off section in the GREEN HOUSE BACKYARD area.



BLUE NOTE LOCATION 5

As soon as you enter TRINITY AVENUE, the very first burnt out house on the right hand side of the street you come across has a note on its wall.



BLUE NOTE LOCATION 6

As soon as you enter TRINITY AVENUE, the very first burnt out house on the left hand side of the street you come across has a note on its wall.



BLUE NOTE LOCATION 7

On the GARAGE DOOR in TRINITY AVENUE, to the right of the PACK A PUNCH MACHINE at the end of the street.



BLUE NOTE LOCATION 8

In TRINITY AVENUE, on a rock to the left of the PACK A PUNCH MACHINE. The symbol is FACING THE PACK A PUNCH MACHINE.



Now we know the locations of all the NOTES, have collected them in the CORRECT ORDER, we know what the SYMBOLS are and how many blinks happened at each one, we can now head back to the PAST NUKE TOWN.

Then go into the GREEN HOUSE and up to the PIANO and the PIANO will have all 8 NOTES floating above it in a specific order.




Then input this exact CODE using the KEYS on the PIANO.

This code is the same every play through and it is:


Once the code is input, the PIANO will play a sound and then kick you out of the KEYS screen back to the game.

If you go back to the DESTROYED NUKE TOWN, if we look around into the distance of the boundaries of the map in the GREEN HOUSE or the YELLOW HOUSE BACKYARD locations, there will be 3 FLOATING ZOMBIES on the outside of the map.





All you need to do here is shoot the FLOATING ZOMBIES and when you do, you will see a BLUE ORB fly towards the TRINITY AVENUE area of the map.

Find 3 of these FLOATING ZOMBIES and shoot each one, when 3 BLUE ORBS have made their way over to you, head back to the PAST NUKE TOWN and over to the TRINITY AVENUE area.



In the middle of the street, there will be 3 BLUE ORBS. You will then see the TWINS appearing again. Go up to them and interact with them and they will disappear eventually, leaving a WHITE X. 

Stand on the WHITE X again and it will then make a BALL appear in the street, surrounded by a WHITE CIRCLE. Interact with the BALL And it will start the mini game.

When the mini game starts, a BLUE CIRCLE will appear, just slightly further outside the WHITE CIRCLE.

The ball will bounce onto the ground, up and down, and when it does:

  • The first bounce will spawn in 2 zombies, then another bounce throws zombies into the air
  • The second bounce will spawn in 3 zombies, then another bounce throws zombies up into the air
  • The Third bounce will spawn in 4 zombies, then another bounce throws zombies up into the air
  • The fourth bounce will spawn in 5 zombies, then another bounce throws zombies up into the air
The first bounce will spawn in the zombies, then every second bounce, launch all the zombies spawned on that bounce into the air. 





What we have to do is on the bounce that launches them up into the air each time, we need to kill all the zombies, before the ball bounces again.....WITHOUT SHOOTING THE BALL ITSELF.




  • If you shoot the BALL, you will fail this task.
  • If you step outside the BLUE RING, you will fail this task.

If you fail this task, you can simply wait around 30 seconds after the attempt has ended and you can attempt it again.


You will see a RED RING OF FLAMES briefly ignite around the WHITE RING letting you know you have failed.

Once we have successfully completed this step, a GOLDEN MUSIC SHEET will spawn in at this location.


We have to do the same thing we done with the GOLDEN MUSIC SHEET from the HOPSCOTCH MINI GAME and start getting zombie kills near it with the BLUNDERGAT / SUNDERGAT gun in order to charge it up.




Once we get kills and zombie souls into it, it will start to move. This GOLDEN MUSIC SHEET will move along to the back steps of the GREEN HOUSE, going from TRINITY AVENUE, through the GREEN HOUSE GARAGE, up the back steps to the BEDROOM, then down the stairs to the LIVING ROOM area where the PIANO is located.

It will then be absorbed into the PIANO and some of the keys will start glowing golden also. 


For your troubles, you will also be granted a MAX AMMO POWERUP.

Now we can move onto the last mini game in this map.

Be there or be square.....times 4!
Now for the last mini game from the TWINS, we will need to grab 2 PARTS in the DESTROYED NUKE TOWN.

The first part is a set of HEADPHONES and the second part is a pair of GOGGLES.

In order to get these parts, we will need DEATH PERCEPTION and WISP TEA perks, which can be bought from the WUNDERFIZZ PERK MACHINE.



First up, let's find the HEADPHONES, which can spawn in 3 locations around destroyed Nuke Town.

Headphones Location 1
On the ground, between the TRASH CANS to the left of the GREEN HOUSE





Headphones Location 2
Upstairs in the GREEN HOUSE, in the BEDROOM, on some COAT HOOKS on the wall.






Headphones Location 3
In the corner of the YELLOW HOUSE BACK YARD, in the corner where the PERK MACHINE is located, in the small fenced off garden area.




There will be a MANNEQUIN standing next to the PERK MACHINE, and in their hand, there should be the HEADPHONES.

Remember, you can only see these HEADPHONES with DEATH PERCEPTION equipped!

Interact with these HEADPHONES to pick them up.

Now, we can search for the GOGGLES location, don't worry we don't need to...GOGGLE....it.....to find out where it is.

Head over to the TRINITY AVENUE area of the map and go to where the PACK A PUNCH MACHINE is located in the DESTROYED NUKE TOWN.







To the left of the Pack A Punch Machine, there is a LAMP POST with some LOUD SPEAKERS on it. Simply shoot the very top of this post and you will notice a BLUE SPARK ignites and starts to fall down the pole.




When it hits the ground, get your WISP TEA to activate and it will pull the GOGGLES through the fence towards you and you will grab them.

Now we need to take these 2 items the GOGGLES and the HEADPHONES to a TOY CHEST to the NUKE TOWN in the PAST, in TRINITY AVENUE, just beside the EXFIL BOOTH.





There is a BLUE TOY CHEST sitting up against a large wooden box, simply interact with it to open and place the 2 objects into this box.

Now we can start the search for a BALL that is located around the map, that is related to activating the 4 SQUARE MINI GAME.

There are 3 possible spawn locations for the BALL in DESTROYED NUKE TOWN:
  • On top of the YELLOW HOUSE roof, above the BACK STEPS to the BEDROOM



  • On top of a CRATE near the PACK A PUNCH MACHINE in the middle of the street called TRINITY AVENUE



  • On top of a HOUSE ROOF in TRINITY AVENUE area, just on the corner of the roof. This house is the first on the left hand side, after you move the TRUCK with the KEYS out of the way, to open up this area.




Once you find the BALL, simply SHOOT IT DOWN from where it is, then it will start to glow BLUE.




When it is on the ground, we need to move the ball over to the GREEN HOUSE BACKYARD area and onto another WHITE X that is located on the ground near the back entrance to the GREEN HOUSE'S GARAGE area. You can move it by shooting it or meleeing it in the direction you want it to go.

If you accidentally knock the ball out of bounds of the map, don't panic (easier said than done), the ball will respawn in one of the 3 locations shown again, after about 30 seconds.

When we activate in the mini game with the ball in DESTROYED NUKE TOWN, touching the WHITE X, head back to the PAST NUKE TOWN.

Go to the same spot behind the GREEN HOUSE and you will see the TWINS appear, where they will start to draw the 4 SQUARE game on the ground for you.


When they disappear, the BALL will be glowing blue and floating in the air above 4 squares. You are now ready to begin.

Interact with it and then all you have to do when the ball starts to bounce is:
  • You melee the ball
  • Let it bounce once per square
  • Don’t let it hit the same square twice in a row
  • When the mini-game begins, your primary interaction is with the ball itself. You’ll need to melee the ball, not shoot it, to keep it moving. Each successful hit sends the ball into a different square, and this is where the core mechanic comes into play.


    The ball will bounce once inside a square, and before it has the chance to land again in that same square, you must strike it and redirect it elsewhere. Timing is everything here, hesitate for even a moment, and the run can fail.

    To succeed, there are a few strict rules you need to follow. First, the ball must never bounce twice in the same square. If it does, the mini-game ends. 

    Similarly, missing your melee hit or reacting too late will also fail the attempt. The key is to keep the ball constantly rotating between different squares without repeating its last position.

    A helpful way to think about this is as a flowing pattern. Imagine the squares labelled A, B, C, and D. A successful sequence might look like: A → B → C → D → A → C → B → D. The exact order doesn’t matter, as long as the ball never returns to the same square twice in a row and you maintain control of its movement.

    The challenge typically lasts around 10 to 15 successful hits, gradually increasing in speed as it progresses. This escalation is what makes the final moments the most intense, requiring quick reactions and steady focus.

    Most failures come down to a few common mistakes: letting the ball land twice in the same square, mistiming your melee hit, accidentally sending it back into the square it just came from, or simply losing positioning and leaving the play area.

    Stay calm, stay centred, and remember as long as the ball keeps moving somewhere new, you’re on the right track.

    If you fail, again, wait 30 seconds or so and the ball will respawn ready to go again.

    Once you have successfully completed this step, there will be a BLUE BOLT OF LIGHTNING in the middle of the 4 squares. Then it will reveal the GOLDEN MUSIC NOTE.







    As before, get SUNDERGAT kills near it and it will fill up with the zombies souls, causing it to move along a set path. This path will lead us back to the TOY BOX in the TRINITY AVENUE area of the map.

    Once it enters the TOY BOX, there will be a white flash, followed by a reward of another MAX AMMO.

    Click here to go to Part 3 of the Easter Egg Guide

    Thanks for reading as always.

    Henry


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